This commit is contained in:
asayre 2006-07-16 19:49:58 +00:00
parent a9c90da627
commit 8150706a3c
31 changed files with 145 additions and 2716 deletions

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@ -1,199 +0,0 @@
//------------------------------------------------------------------------------
// <autogenerated>
// This code was generated by a tool.
// Runtime Version: 1.1.4322.573
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </autogenerated>
//------------------------------------------------------------------------------
namespace Server.Factions
{
using System;
using System.Collections;
/// <summary>
/// Strongly typed collection of Server.Factions.Candidate.
/// </summary>
public class CandidateCollection : System.Collections.CollectionBase
{
/// <summary>
/// Default constructor.
/// </summary>
public CandidateCollection()
{
}
/// <summary>
/// Gets or sets the value of the Server.Factions.Candidate at a specific position in the CandidateCollection.
/// </summary>
public Server.Factions.Candidate this[int index]
{
get
{
return ((Server.Factions.Candidate)(this.List[index]));
}
set
{
this.List[index] = value;
}
}
/// <summary>
/// Append a Server.Factions.Candidate entry to this collection.
/// </summary>
/// <param name="value">Server.Factions.Candidate instance.</param>
/// <returns>The position into which the new element was inserted.</returns>
public int Add(Server.Factions.Candidate value)
{
return this.List.Add(value);
}
/// <summary>
/// Determines whether a specified Server.Factions.Candidate instance is in this collection.
/// </summary>
/// <param name="value">Server.Factions.Candidate instance to search for.</param>
/// <returns>True if the Server.Factions.Candidate instance is in the collection; otherwise false.</returns>
public bool Contains(Server.Factions.Candidate value)
{
return this.List.Contains(value);
}
/// <summary>
/// Retrieve the index a specified Server.Factions.Candidate instance is in this collection.
/// </summary>
/// <param name="value">Server.Factions.Candidate instance to find.</param>
/// <returns>The zero-based index of the specified Server.Factions.Candidate instance. If the object is not found, the return value is -1.</returns>
public int IndexOf(Server.Factions.Candidate value)
{
return this.List.IndexOf(value);
}
/// <summary>
/// Removes a specified Server.Factions.Candidate instance from this collection.
/// </summary>
/// <param name="value">The Server.Factions.Candidate instance to remove.</param>
public void Remove(Server.Factions.Candidate value)
{
this.List.Remove(value);
}
/// <summary>
/// Returns an enumerator that can iterate through the Server.Factions.Candidate instance.
/// </summary>
/// <returns>An Server.Factions.Candidate's enumerator.</returns>
public new CandidateCollectionEnumerator GetEnumerator()
{
return new CandidateCollectionEnumerator(this);
}
/// <summary>
/// Insert a Server.Factions.Candidate instance into this collection at a specified index.
/// </summary>
/// <param name="index">Zero-based index.</param>
/// <param name="value">The Server.Factions.Candidate instance to insert.</param>
public void Insert(int index, Server.Factions.Candidate value)
{
this.List.Insert(index, value);
}
/// <summary>
/// Strongly typed enumerator of Server.Factions.Candidate.
/// </summary>
public class CandidateCollectionEnumerator : System.Collections.IEnumerator
{
/// <summary>
/// Current index
/// </summary>
private int _index;
/// <summary>
/// Current element pointed to.
/// </summary>
private Server.Factions.Candidate _currentElement;
/// <summary>
/// Collection to enumerate.
/// </summary>
private CandidateCollection _collection;
/// <summary>
/// Default constructor for enumerator.
/// </summary>
/// <param name="collection">Instance of the collection to enumerate.</param>
internal CandidateCollectionEnumerator(CandidateCollection collection)
{
_index = -1;
_collection = collection;
}
/// <summary>
/// Gets the Server.Factions.Candidate object in the enumerated CandidateCollection currently indexed by this instance.
/// </summary>
public Server.Factions.Candidate Current
{
get
{
if (((_index == -1)
|| (_index >= _collection.Count)))
{
throw new System.IndexOutOfRangeException("Enumerator not started.");
}
else
{
return _currentElement;
}
}
}
/// <summary>
/// Gets the current element in the collection.
/// </summary>
object IEnumerator.Current
{
get
{
if (((_index == -1)
|| (_index >= _collection.Count)))
{
throw new System.IndexOutOfRangeException("Enumerator not started.");
}
else
{
return _currentElement;
}
}
}
/// <summary>
/// Reset the cursor, so it points to the beginning of the enumerator.
/// </summary>
public void Reset()
{
_index = -1;
_currentElement = null;
}
/// <summary>
/// Advances the enumerator to the next queue of the enumeration, if one is currently available.
/// </summary>
/// <returns>true, if the enumerator was succesfully advanced to the next queue; false, if the enumerator has reached the end of the enumeration.</returns>
public bool MoveNext()
{
if ((_index
< (_collection.Count - 1)))
{
_index = (_index + 1);
_currentElement = this._collection[_index];
return true;
}
_index = _collection.Count;
return false;
}
}
}
}

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//------------------------------------------------------------------------------
// <autogenerated>
// This code was generated by a tool.
// Runtime Version: 1.1.4322.573
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </autogenerated>
//------------------------------------------------------------------------------
namespace Server.Factions
{
using System;
using System.Collections;
/// <summary>
/// Strongly typed collection of Server.Factions.Faction.
/// </summary>
public class FactionCollection : System.Collections.CollectionBase
{
/// <summary>
/// Default constructor.
/// </summary>
public FactionCollection()
{
}
/// <summary>
/// Gets or sets the value of the Server.Factions.Faction at a specific position in the FactionCollection.
/// </summary>
public Server.Factions.Faction this[int index]
{
get
{
return ((Server.Factions.Faction)(this.List[index]));
}
set
{
this.List[index] = value;
}
}
/// <summary>
/// Append a Server.Factions.Faction entry to this collection.
/// </summary>
/// <param name="value">Server.Factions.Faction instance.</param>
/// <returns>The position into which the new element was inserted.</returns>
public int Add(Server.Factions.Faction value)
{
return this.List.Add(value);
}
/// <summary>
/// Determines whether a specified Server.Factions.Faction instance is in this collection.
/// </summary>
/// <param name="value">Server.Factions.Faction instance to search for.</param>
/// <returns>True if the Server.Factions.Faction instance is in the collection; otherwise false.</returns>
public bool Contains(Server.Factions.Faction value)
{
return this.List.Contains(value);
}
/// <summary>
/// Retrieve the index a specified Server.Factions.Faction instance is in this collection.
/// </summary>
/// <param name="value">Server.Factions.Faction instance to find.</param>
/// <returns>The zero-based index of the specified Server.Factions.Faction instance. If the object is not found, the return value is -1.</returns>
public int IndexOf(Server.Factions.Faction value)
{
return this.List.IndexOf(value);
}
/// <summary>
/// Removes a specified Server.Factions.Faction instance from this collection.
/// </summary>
/// <param name="value">The Server.Factions.Faction instance to remove.</param>
public void Remove(Server.Factions.Faction value)
{
this.List.Remove(value);
}
/// <summary>
/// Returns an enumerator that can iterate through the Server.Factions.Faction instance.
/// </summary>
/// <returns>An Server.Factions.Faction's enumerator.</returns>
public new FactionCollectionEnumerator GetEnumerator()
{
return new FactionCollectionEnumerator(this);
}
/// <summary>
/// Insert a Server.Factions.Faction instance into this collection at a specified index.
/// </summary>
/// <param name="index">Zero-based index.</param>
/// <param name="value">The Server.Factions.Faction instance to insert.</param>
public void Insert(int index, Server.Factions.Faction value)
{
this.List.Insert(index, value);
}
/// <summary>
/// Strongly typed enumerator of Server.Factions.Faction.
/// </summary>
public class FactionCollectionEnumerator : System.Collections.IEnumerator
{
/// <summary>
/// Current index
/// </summary>
private int _index;
/// <summary>
/// Current element pointed to.
/// </summary>
private Server.Factions.Faction _currentElement;
/// <summary>
/// Collection to enumerate.
/// </summary>
private FactionCollection _collection;
/// <summary>
/// Default constructor for enumerator.
/// </summary>
/// <param name="collection">Instance of the collection to enumerate.</param>
internal FactionCollectionEnumerator(FactionCollection collection)
{
_index = -1;
_collection = collection;
}
/// <summary>
/// Gets the Server.Factions.Faction object in the enumerated FactionCollection currently indexed by this instance.
/// </summary>
public Server.Factions.Faction Current
{
get
{
if (((_index == -1)
|| (_index >= _collection.Count)))
{
throw new System.IndexOutOfRangeException("Enumerator not started.");
}
else
{
return _currentElement;
}
}
}
/// <summary>
/// Gets the current element in the collection.
/// </summary>
object IEnumerator.Current
{
get
{
if (((_index == -1)
|| (_index >= _collection.Count)))
{
throw new System.IndexOutOfRangeException("Enumerator not started.");
}
else
{
return _currentElement;
}
}
}
/// <summary>
/// Reset the cursor, so it points to the beginning of the enumerator.
/// </summary>
public void Reset()
{
_index = -1;
_currentElement = null;
}
/// <summary>
/// Advances the enumerator to the next queue of the enumeration, if one is currently available.
/// </summary>
/// <returns>true, if the enumerator was succesfully advanced to the next queue; false, if the enumerator has reached the end of the enumeration.</returns>
public bool MoveNext()
{
if ((_index
< (_collection.Count - 1)))
{
_index = (_index + 1);
_currentElement = this._collection[_index];
return true;
}
_index = _collection.Count;
return false;
}
}
}
}

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//------------------------------------------------------------------------------
// <autogenerated>
// This code was generated by a tool.
// Runtime Version: 1.1.4322.573
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </autogenerated>
//------------------------------------------------------------------------------
namespace Server.Factions
{
using System;
using System.Collections;
/// <summary>
/// Strongly typed collection of Server.Factions.BaseFactionGuard.
/// </summary>
public class FactionGuardCollection : System.Collections.CollectionBase
{
/// <summary>
/// Default constructor.
/// </summary>
public FactionGuardCollection()
{
}
/// <summary>
/// Gets or sets the value of the Server.Factions.BaseFactionGuard at a specific position in the FactionGuardCollection.
/// </summary>
public Server.Factions.BaseFactionGuard this[int index]
{
get
{
return ((Server.Factions.BaseFactionGuard)(this.List[index]));
}
set
{
this.List[index] = value;
}
}
/// <summary>
/// Append a Server.Factions.BaseFactionGuard entry to this collection.
/// </summary>
/// <param name="value">Server.Factions.BaseFactionGuard instance.</param>
/// <returns>The position into which the new element was inserted.</returns>
public int Add(Server.Factions.BaseFactionGuard value)
{
return this.List.Add(value);
}
/// <summary>
/// Determines whether a specified Server.Factions.BaseFactionGuard instance is in this collection.
/// </summary>
/// <param name="value">Server.Factions.BaseFactionGuard instance to search for.</param>
/// <returns>True if the Server.Factions.BaseFactionGuard instance is in the collection; otherwise false.</returns>
public bool Contains(Server.Factions.BaseFactionGuard value)
{
return this.List.Contains(value);
}
/// <summary>
/// Retrieve the index a specified Server.Factions.BaseFactionGuard instance is in this collection.
/// </summary>
/// <param name="value">Server.Factions.BaseFactionGuard instance to find.</param>
/// <returns>The zero-based index of the specified Server.Factions.BaseFactionGuard instance. If the object is not found, the return value is -1.</returns>
public int IndexOf(Server.Factions.BaseFactionGuard value)
{
return this.List.IndexOf(value);
}
/// <summary>
/// Removes a specified Server.Factions.BaseFactionGuard instance from this collection.
/// </summary>
/// <param name="value">The Server.Factions.BaseFactionGuard instance to remove.</param>
public void Remove(Server.Factions.BaseFactionGuard value)
{
this.List.Remove(value);
}
/// <summary>
/// Returns an enumerator that can iterate through the Server.Factions.BaseFactionGuard instance.
/// </summary>
/// <returns>An Server.Factions.BaseFactionGuard's enumerator.</returns>
public new FactionGuardCollectionEnumerator GetEnumerator()
{
return new FactionGuardCollectionEnumerator(this);
}
/// <summary>
/// Insert a Server.Factions.BaseFactionGuard instance into this collection at a specified index.
/// </summary>
/// <param name="index">Zero-based index.</param>
/// <param name="value">The Server.Factions.BaseFactionGuard instance to insert.</param>
public void Insert(int index, Server.Factions.BaseFactionGuard value)
{
this.List.Insert(index, value);
}
/// <summary>
/// Strongly typed enumerator of Server.Factions.BaseFactionGuard.
/// </summary>
public class FactionGuardCollectionEnumerator : System.Collections.IEnumerator
{
/// <summary>
/// Current index
/// </summary>
private int _index;
/// <summary>
/// Current element pointed to.
/// </summary>
private Server.Factions.BaseFactionGuard _currentElement;
/// <summary>
/// Collection to enumerate.
/// </summary>
private FactionGuardCollection _collection;
/// <summary>
/// Default constructor for enumerator.
/// </summary>
/// <param name="collection">Instance of the collection to enumerate.</param>
internal FactionGuardCollectionEnumerator(FactionGuardCollection collection)
{
_index = -1;
_collection = collection;
}
/// <summary>
/// Gets the Server.Factions.BaseFactionGuard object in the enumerated FactionGuardCollection currently indexed by this instance.
/// </summary>
public Server.Factions.BaseFactionGuard Current
{
get
{
if (((_index == -1)
|| (_index >= _collection.Count)))
{
throw new System.IndexOutOfRangeException("Enumerator not started.");
}
else
{
return _currentElement;
}
}
}
/// <summary>
/// Gets the current element in the collection.
/// </summary>
object IEnumerator.Current
{
get
{
if (((_index == -1)
|| (_index >= _collection.Count)))
{
throw new System.IndexOutOfRangeException("Enumerator not started.");
}
else
{
return _currentElement;
}
}
}
/// <summary>
/// Reset the cursor, so it points to the beginning of the enumerator.
/// </summary>
public void Reset()
{
_index = -1;
_currentElement = null;
}
/// <summary>
/// Advances the enumerator to the next queue of the enumeration, if one is currently available.
/// </summary>
/// <returns>true, if the enumerator was succesfully advanced to the next queue; false, if the enumerator has reached the end of the enumeration.</returns>
public bool MoveNext()
{
if ((_index
< (_collection.Count - 1)))
{
_index = (_index + 1);
_currentElement = this._collection[_index];
return true;
}
_index = _collection.Count;
return false;
}
}
}
}

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//------------------------------------------------------------------------------
// <autogenerated>
// This code was generated by a tool.
// Runtime Version: 1.1.4322.573
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </autogenerated>
//------------------------------------------------------------------------------
namespace Server.Factions
{
using System;
using System.Collections;
/// <summary>
/// Strongly typed collection of Server.Factions.FactionItem.
/// </summary>
public class FactionItemCollection : System.Collections.CollectionBase
{
/// <summary>
/// Default constructor.
/// </summary>
public FactionItemCollection()
{
}
/// <summary>
/// Gets or sets the value of the Server.Factions.FactionItem at a specific position in the FactionItemCollection.
/// </summary>
public Server.Factions.FactionItem this[int index]
{
get
{
return ((Server.Factions.FactionItem)(this.List[index]));
}
set
{
this.List[index] = value;
}
}
/// <summary>
/// Append a Server.Factions.FactionItem entry to this collection.
/// </summary>
/// <param name="value">Server.Factions.FactionItem instance.</param>
/// <returns>The position into which the new element was inserted.</returns>
public int Add(Server.Factions.FactionItem value)
{
return this.List.Add(value);
}
/// <summary>
/// Determines whether a specified Server.Factions.FactionItem instance is in this collection.
/// </summary>
/// <param name="value">Server.Factions.FactionItem instance to search for.</param>
/// <returns>True if the Server.Factions.FactionItem instance is in the collection; otherwise false.</returns>
public bool Contains(Server.Factions.FactionItem value)
{
return this.List.Contains(value);
}
/// <summary>
/// Retrieve the index a specified Server.Factions.FactionItem instance is in this collection.
/// </summary>
/// <param name="value">Server.Factions.FactionItem instance to find.</param>
/// <returns>The zero-based index of the specified Server.Factions.FactionItem instance. If the object is not found, the return value is -1.</returns>
public int IndexOf(Server.Factions.FactionItem value)
{
return this.List.IndexOf(value);
}
/// <summary>
/// Removes a specified Server.Factions.FactionItem instance from this collection.
/// </summary>
/// <param name="value">The Server.Factions.FactionItem instance to remove.</param>
public void Remove(Server.Factions.FactionItem value)
{
this.List.Remove(value);
}
/// <summary>
/// Returns an enumerator that can iterate through the Server.Factions.FactionItem instance.
/// </summary>
/// <returns>An Server.Factions.FactionItem's enumerator.</returns>
public new FactionItemCollectionEnumerator GetEnumerator()
{
return new FactionItemCollectionEnumerator(this);
}
/// <summary>
/// Insert a Server.Factions.FactionItem instance into this collection at a specified index.
/// </summary>
/// <param name="index">Zero-based index.</param>
/// <param name="value">The Server.Factions.FactionItem instance to insert.</param>
public void Insert(int index, Server.Factions.FactionItem value)
{
this.List.Insert(index, value);
}
/// <summary>
/// Strongly typed enumerator of Server.Factions.FactionItem.
/// </summary>
public class FactionItemCollectionEnumerator : System.Collections.IEnumerator
{
/// <summary>
/// Current index
/// </summary>
private int _index;
/// <summary>
/// Current element pointed to.
/// </summary>
private Server.Factions.FactionItem _currentElement;
/// <summary>
/// Collection to enumerate.
/// </summary>
private FactionItemCollection _collection;
/// <summary>
/// Default constructor for enumerator.
/// </summary>
/// <param name="collection">Instance of the collection to enumerate.</param>
internal FactionItemCollectionEnumerator(FactionItemCollection collection)
{
_index = -1;
_collection = collection;
}
/// <summary>
/// Gets the Server.Factions.FactionItem object in the enumerated FactionItemCollection currently indexed by this instance.
/// </summary>
public Server.Factions.FactionItem Current
{
get
{
if (((_index == -1)
|| (_index >= _collection.Count)))
{
throw new System.IndexOutOfRangeException("Enumerator not started.");
}
else
{
return _currentElement;
}
}
}
/// <summary>
/// Gets the current element in the collection.
/// </summary>
object IEnumerator.Current
{
get
{
if (((_index == -1)
|| (_index >= _collection.Count)))
{
throw new System.IndexOutOfRangeException("Enumerator not started.");
}
else
{
return _currentElement;
}
}
}
/// <summary>
/// Reset the cursor, so it points to the beginning of the enumerator.
/// </summary>
public void Reset()
{
_index = -1;
_currentElement = null;
}
/// <summary>
/// Advances the enumerator to the next queue of the enumeration, if one is currently available.
/// </summary>
/// <returns>true, if the enumerator was succesfully advanced to the next queue; false, if the enumerator has reached the end of the enumeration.</returns>
public bool MoveNext()
{
if ((_index
< (_collection.Count - 1)))
{
_index = (_index + 1);
_currentElement = this._collection[_index];
return true;
}
_index = _collection.Count;
return false;
}
}
}
}

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//------------------------------------------------------------------------------
// <autogenerated>
// This code was generated by a tool.
// Runtime Version: 1.1.4322.573
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </autogenerated>
//------------------------------------------------------------------------------
namespace Server.Factions
{
using System;
using System.Collections;
/// <summary>
/// Strongly typed collection of Server.Factions.BaseFactionTrap.
/// </summary>
public class FactionTrapCollection : System.Collections.CollectionBase
{
/// <summary>
/// Default constructor.
/// </summary>
public FactionTrapCollection()
{
}
/// <summary>
/// Gets or sets the value of the Server.Factions.BaseFactionTrap at a specific position in the FactionTrapCollection.
/// </summary>
public Server.Factions.BaseFactionTrap this[int index]
{
get
{
return ((Server.Factions.BaseFactionTrap)(this.List[index]));
}
set
{
this.List[index] = value;
}
}
/// <summary>
/// Append a Server.Factions.BaseFactionTrap entry to this collection.
/// </summary>
/// <param name="value">Server.Factions.BaseFactionTrap instance.</param>
/// <returns>The position into which the new element was inserted.</returns>
public int Add(Server.Factions.BaseFactionTrap value)
{
return this.List.Add(value);
}
/// <summary>
/// Determines whether a specified Server.Factions.BaseFactionTrap instance is in this collection.
/// </summary>
/// <param name="value">Server.Factions.BaseFactionTrap instance to search for.</param>
/// <returns>True if the Server.Factions.BaseFactionTrap instance is in the collection; otherwise false.</returns>
public bool Contains(Server.Factions.BaseFactionTrap value)
{
return this.List.Contains(value);
}
/// <summary>
/// Retrieve the index a specified Server.Factions.BaseFactionTrap instance is in this collection.
/// </summary>
/// <param name="value">Server.Factions.BaseFactionTrap instance to find.</param>
/// <returns>The zero-based index of the specified Server.Factions.BaseFactionTrap instance. If the object is not found, the return value is -1.</returns>
public int IndexOf(Server.Factions.BaseFactionTrap value)
{
return this.List.IndexOf(value);
}
/// <summary>
/// Removes a specified Server.Factions.BaseFactionTrap instance from this collection.
/// </summary>
/// <param name="value">The Server.Factions.BaseFactionTrap instance to remove.</param>
public void Remove(Server.Factions.BaseFactionTrap value)
{
this.List.Remove(value);
}
/// <summary>
/// Returns an enumerator that can iterate through the Server.Factions.BaseFactionTrap instance.
/// </summary>
/// <returns>An Server.Factions.BaseFactionTrap's enumerator.</returns>
public new FactionTrapCollectionEnumerator GetEnumerator()
{
return new FactionTrapCollectionEnumerator(this);
}
/// <summary>
/// Insert a Server.Factions.BaseFactionTrap instance into this collection at a specified index.
/// </summary>
/// <param name="index">Zero-based index.</param>
/// <param name="value">The Server.Factions.BaseFactionTrap instance to insert.</param>
public void Insert(int index, Server.Factions.BaseFactionTrap value)
{
this.List.Insert(index, value);
}
/// <summary>
/// Strongly typed enumerator of Server.Factions.BaseFactionTrap.
/// </summary>
public class FactionTrapCollectionEnumerator : System.Collections.IEnumerator
{
/// <summary>
/// Current index
/// </summary>
private int _index;
/// <summary>
/// Current element pointed to.
/// </summary>
private Server.Factions.BaseFactionTrap _currentElement;
/// <summary>
/// Collection to enumerate.
/// </summary>
private FactionTrapCollection _collection;
/// <summary>
/// Default constructor for enumerator.
/// </summary>
/// <param name="collection">Instance of the collection to enumerate.</param>
internal FactionTrapCollectionEnumerator(FactionTrapCollection collection)
{
_index = -1;
_collection = collection;
}
/// <summary>
/// Gets the Server.Factions.BaseFactionTrap object in the enumerated FactionTrapCollection currently indexed by this instance.
/// </summary>
public Server.Factions.BaseFactionTrap Current
{
get
{
if (((_index == -1)
|| (_index >= _collection.Count)))
{
throw new System.IndexOutOfRangeException("Enumerator not started.");
}
else
{
return _currentElement;
}
}
}
/// <summary>
/// Gets the current element in the collection.
/// </summary>
object IEnumerator.Current
{
get
{
if (((_index == -1)
|| (_index >= _collection.Count)))
{
throw new System.IndexOutOfRangeException("Enumerator not started.");
}
else
{
return _currentElement;
}
}
}
/// <summary>
/// Reset the cursor, so it points to the beginning of the enumerator.
/// </summary>
public void Reset()
{
_index = -1;
_currentElement = null;
}
/// <summary>
/// Advances the enumerator to the next queue of the enumeration, if one is currently available.
/// </summary>
/// <returns>true, if the enumerator was succesfully advanced to the next queue; false, if the enumerator has reached the end of the enumeration.</returns>
public bool MoveNext()
{
if ((_index
< (_collection.Count - 1)))
{
_index = (_index + 1);
_currentElement = this._collection[_index];
return true;
}
_index = _collection.Count;
return false;
}
}
}
}

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@ -1,199 +0,0 @@
//------------------------------------------------------------------------------
// <autogenerated>
// This code was generated by a tool.
// Runtime Version: 1.1.4322.573
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </autogenerated>
//------------------------------------------------------------------------------
namespace Server.Factions
{
using System;
using System.Collections;
/// <summary>
/// Strongly typed collection of Server.Factions.BaseFactionVendor.
/// </summary>
public class FactionVendorCollection : System.Collections.CollectionBase
{
/// <summary>
/// Default constructor.
/// </summary>
public FactionVendorCollection()
{
}
/// <summary>
/// Gets or sets the value of the Server.Factions.BaseFactionVendor at a specific position in the FactionVendorCollection.
/// </summary>
public Server.Factions.BaseFactionVendor this[int index]
{
get
{
return ((Server.Factions.BaseFactionVendor)(this.List[index]));
}
set
{
this.List[index] = value;
}
}
/// <summary>
/// Append a Server.Factions.BaseFactionVendor entry to this collection.
/// </summary>
/// <param name="value">Server.Factions.BaseFactionVendor instance.</param>
/// <returns>The position into which the new element was inserted.</returns>
public int Add(Server.Factions.BaseFactionVendor value)
{
return this.List.Add(value);
}
/// <summary>
/// Determines whether a specified Server.Factions.BaseFactionVendor instance is in this collection.
/// </summary>
/// <param name="value">Server.Factions.BaseFactionVendor instance to search for.</param>
/// <returns>True if the Server.Factions.BaseFactionVendor instance is in the collection; otherwise false.</returns>
public bool Contains(Server.Factions.BaseFactionVendor value)
{
return this.List.Contains(value);
}
/// <summary>
/// Retrieve the index a specified Server.Factions.BaseFactionVendor instance is in this collection.
/// </summary>
/// <param name="value">Server.Factions.BaseFactionVendor instance to find.</param>
/// <returns>The zero-based index of the specified Server.Factions.BaseFactionVendor instance. If the object is not found, the return value is -1.</returns>
public int IndexOf(Server.Factions.BaseFactionVendor value)
{
return this.List.IndexOf(value);
}
/// <summary>
/// Removes a specified Server.Factions.BaseFactionVendor instance from this collection.
/// </summary>
/// <param name="value">The Server.Factions.BaseFactionVendor instance to remove.</param>
public void Remove(Server.Factions.BaseFactionVendor value)
{
this.List.Remove(value);
}
/// <summary>
/// Returns an enumerator that can iterate through the Server.Factions.BaseFactionVendor instance.
/// </summary>
/// <returns>An Server.Factions.BaseFactionVendor's enumerator.</returns>
public new FactionVendorCollectionEnumerator GetEnumerator()
{
return new FactionVendorCollectionEnumerator(this);
}
/// <summary>
/// Insert a Server.Factions.BaseFactionVendor instance into this collection at a specified index.
/// </summary>
/// <param name="index">Zero-based index.</param>
/// <param name="value">The Server.Factions.BaseFactionVendor instance to insert.</param>
public void Insert(int index, Server.Factions.BaseFactionVendor value)
{
this.List.Insert(index, value);
}
/// <summary>
/// Strongly typed enumerator of Server.Factions.BaseFactionVendor.
/// </summary>
public class FactionVendorCollectionEnumerator : System.Collections.IEnumerator
{
/// <summary>
/// Current index
/// </summary>
private int _index;
/// <summary>
/// Current element pointed to.
/// </summary>
private Server.Factions.BaseFactionVendor _currentElement;
/// <summary>
/// Collection to enumerate.
/// </summary>
private FactionVendorCollection _collection;
/// <summary>
/// Default constructor for enumerator.
/// </summary>
/// <param name="collection">Instance of the collection to enumerate.</param>
internal FactionVendorCollectionEnumerator(FactionVendorCollection collection)
{
_index = -1;
_collection = collection;
}
/// <summary>
/// Gets the Server.Factions.BaseFactionVendor object in the enumerated FactionVendorCollection currently indexed by this instance.
/// </summary>
public Server.Factions.BaseFactionVendor Current
{
get
{
if (((_index == -1)
|| (_index >= _collection.Count)))
{
throw new System.IndexOutOfRangeException("Enumerator not started.");
}
else
{
return _currentElement;
}
}
}
/// <summary>
/// Gets the current element in the collection.
/// </summary>
object IEnumerator.Current
{
get
{
if (((_index == -1)
|| (_index >= _collection.Count)))
{
throw new System.IndexOutOfRangeException("Enumerator not started.");
}
else
{
return _currentElement;
}
}
}
/// <summary>
/// Reset the cursor, so it points to the beginning of the enumerator.
/// </summary>
public void Reset()
{
_index = -1;
_currentElement = null;
}
/// <summary>
/// Advances the enumerator to the next queue of the enumeration, if one is currently available.
/// </summary>
/// <returns>true, if the enumerator was succesfully advanced to the next queue; false, if the enumerator has reached the end of the enumeration.</returns>
public bool MoveNext()
{
if ((_index
< (_collection.Count - 1)))
{
_index = (_index + 1);
_currentElement = this._collection[_index];
return true;
}
_index = _collection.Count;
return false;
}
}
}
}

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@ -1,199 +0,0 @@
//------------------------------------------------------------------------------
// <autogenerated>
// This code was generated by a tool.
// Runtime Version: 1.1.4322.573
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </autogenerated>
//------------------------------------------------------------------------------
namespace Server.Factions
{
using System;
using System.Collections;
/// <summary>
/// Strongly typed collection of Server.Factions.GuardList.
/// </summary>
public class GuardListCollection : System.Collections.CollectionBase
{
/// <summary>
/// Default constructor.
/// </summary>
public GuardListCollection()
{
}
/// <summary>
/// Gets or sets the value of the Server.Factions.GuardList at a specific position in the GuardListCollection.
/// </summary>
public Server.Factions.GuardList this[int index]
{
get
{
return ((Server.Factions.GuardList)(this.List[index]));
}
set
{
this.List[index] = value;
}
}
/// <summary>
/// Append a Server.Factions.GuardList entry to this collection.
/// </summary>
/// <param name="value">Server.Factions.GuardList instance.</param>
/// <returns>The position into which the new element was inserted.</returns>
public int Add(Server.Factions.GuardList value)
{
return this.List.Add(value);
}
/// <summary>
/// Determines whether a specified Server.Factions.GuardList instance is in this collection.
/// </summary>
/// <param name="value">Server.Factions.GuardList instance to search for.</param>
/// <returns>True if the Server.Factions.GuardList instance is in the collection; otherwise false.</returns>
public bool Contains(Server.Factions.GuardList value)
{
return this.List.Contains(value);
}
/// <summary>
/// Retrieve the index a specified Server.Factions.GuardList instance is in this collection.
/// </summary>
/// <param name="value">Server.Factions.GuardList instance to find.</param>
/// <returns>The zero-based index of the specified Server.Factions.GuardList instance. If the object is not found, the return value is -1.</returns>
public int IndexOf(Server.Factions.GuardList value)
{
return this.List.IndexOf(value);
}
/// <summary>
/// Removes a specified Server.Factions.GuardList instance from this collection.
/// </summary>
/// <param name="value">The Server.Factions.GuardList instance to remove.</param>
public void Remove(Server.Factions.GuardList value)
{
this.List.Remove(value);
}
/// <summary>
/// Returns an enumerator that can iterate through the Server.Factions.GuardList instance.
/// </summary>
/// <returns>An Server.Factions.GuardList's enumerator.</returns>
public new GuardListCollectionEnumerator GetEnumerator()
{
return new GuardListCollectionEnumerator(this);
}
/// <summary>
/// Insert a Server.Factions.GuardList instance into this collection at a specified index.
/// </summary>
/// <param name="index">Zero-based index.</param>
/// <param name="value">The Server.Factions.GuardList instance to insert.</param>
public void Insert(int index, Server.Factions.GuardList value)
{
this.List.Insert(index, value);
}
/// <summary>
/// Strongly typed enumerator of Server.Factions.GuardList.
/// </summary>
public class GuardListCollectionEnumerator : System.Collections.IEnumerator
{
/// <summary>
/// Current index
/// </summary>
private int _index;
/// <summary>
/// Current element pointed to.
/// </summary>
private Server.Factions.GuardList _currentElement;
/// <summary>
/// Collection to enumerate.
/// </summary>
private GuardListCollection _collection;
/// <summary>
/// Default constructor for enumerator.
/// </summary>
/// <param name="collection">Instance of the collection to enumerate.</param>
internal GuardListCollectionEnumerator(GuardListCollection collection)
{
_index = -1;
_collection = collection;
}
/// <summary>
/// Gets the Server.Factions.GuardList object in the enumerated GuardListCollection currently indexed by this instance.
/// </summary>
public Server.Factions.GuardList Current
{
get
{
if (((_index == -1)
|| (_index >= _collection.Count)))
{
throw new System.IndexOutOfRangeException("Enumerator not started.");
}
else
{
return _currentElement;
}
}
}
/// <summary>
/// Gets the current element in the collection.
/// </summary>
object IEnumerator.Current
{
get
{
if (((_index == -1)
|| (_index >= _collection.Count)))
{
throw new System.IndexOutOfRangeException("Enumerator not started.");
}
else
{
return _currentElement;
}
}
}
/// <summary>
/// Reset the cursor, so it points to the beginning of the enumerator.
/// </summary>
public void Reset()
{
_index = -1;
_currentElement = null;
}
/// <summary>
/// Advances the enumerator to the next queue of the enumeration, if one is currently available.
/// </summary>
/// <returns>true, if the enumerator was succesfully advanced to the next queue; false, if the enumerator has reached the end of the enumeration.</returns>
public bool MoveNext()
{
if ((_index
< (_collection.Count - 1)))
{
_index = (_index + 1);
_currentElement = this._collection[_index];
return true;
}
_index = _collection.Count;
return false;
}
}
}
}

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@ -1,199 +0,0 @@
//------------------------------------------------------------------------------
// <autogenerated>
// This code was generated by a tool.
// Runtime Version: 1.1.4322.573
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </autogenerated>
//------------------------------------------------------------------------------
namespace Server.Factions
{
using System;
using System.Collections;
/// <summary>
/// Strongly typed collection of Server.Factions.BaseMonolith.
/// </summary>
public class MonolithCollection : System.Collections.CollectionBase
{
/// <summary>
/// Default constructor.
/// </summary>
public MonolithCollection()
{
}
/// <summary>
/// Gets or sets the value of the Server.Factions.BaseMonolith at a specific position in the MonolithCollection.
/// </summary>
public Server.Factions.BaseMonolith this[int index]
{
get
{
return ((Server.Factions.BaseMonolith)(this.List[index]));
}
set
{
this.List[index] = value;
}
}
/// <summary>
/// Append a Server.Factions.BaseMonolith entry to this collection.
/// </summary>
/// <param name="value">Server.Factions.BaseMonolith instance.</param>
/// <returns>The position into which the new element was inserted.</returns>
public int Add(Server.Factions.BaseMonolith value)
{
return this.List.Add(value);
}
/// <summary>
/// Determines whether a specified Server.Factions.BaseMonolith instance is in this collection.
/// </summary>
/// <param name="value">Server.Factions.BaseMonolith instance to search for.</param>
/// <returns>True if the Server.Factions.BaseMonolith instance is in the collection; otherwise false.</returns>
public bool Contains(Server.Factions.BaseMonolith value)
{
return this.List.Contains(value);
}
/// <summary>
/// Retrieve the index a specified Server.Factions.BaseMonolith instance is in this collection.
/// </summary>
/// <param name="value">Server.Factions.BaseMonolith instance to find.</param>
/// <returns>The zero-based index of the specified Server.Factions.BaseMonolith instance. If the object is not found, the return value is -1.</returns>
public int IndexOf(Server.Factions.BaseMonolith value)
{
return this.List.IndexOf(value);
}
/// <summary>
/// Removes a specified Server.Factions.BaseMonolith instance from this collection.
/// </summary>
/// <param name="value">The Server.Factions.BaseMonolith instance to remove.</param>
public void Remove(Server.Factions.BaseMonolith value)
{
this.List.Remove(value);
}
/// <summary>
/// Returns an enumerator that can iterate through the Server.Factions.BaseMonolith instance.
/// </summary>
/// <returns>An Server.Factions.BaseMonolith's enumerator.</returns>
public new MonolithCollectionEnumerator GetEnumerator()
{
return new MonolithCollectionEnumerator(this);
}
/// <summary>
/// Insert a Server.Factions.BaseMonolith instance into this collection at a specified index.
/// </summary>
/// <param name="index">Zero-based index.</param>
/// <param name="value">The Server.Factions.BaseMonolith instance to insert.</param>
public void Insert(int index, Server.Factions.BaseMonolith value)
{
this.List.Insert(index, value);
}
/// <summary>
/// Strongly typed enumerator of Server.Factions.BaseMonolith.
/// </summary>
public class MonolithCollectionEnumerator : System.Collections.IEnumerator
{
/// <summary>
/// Current index
/// </summary>
private int _index;
/// <summary>
/// Current element pointed to.
/// </summary>
private Server.Factions.BaseMonolith _currentElement;
/// <summary>
/// Collection to enumerate.
/// </summary>
private MonolithCollection _collection;
/// <summary>
/// Default constructor for enumerator.
/// </summary>
/// <param name="collection">Instance of the collection to enumerate.</param>
internal MonolithCollectionEnumerator(MonolithCollection collection)
{
_index = -1;
_collection = collection;
}
/// <summary>
/// Gets the Server.Factions.BaseMonolith object in the enumerated MonolithCollection currently indexed by this instance.
/// </summary>
public Server.Factions.BaseMonolith Current
{
get
{
if (((_index == -1)
|| (_index >= _collection.Count)))
{
throw new System.IndexOutOfRangeException("Enumerator not started.");
}
else
{
return _currentElement;
}
}
}
/// <summary>
/// Gets the current element in the collection.
/// </summary>
object IEnumerator.Current
{
get
{
if (((_index == -1)
|| (_index >= _collection.Count)))
{
throw new System.IndexOutOfRangeException("Enumerator not started.");
}
else
{
return _currentElement;
}
}
}
/// <summary>
/// Reset the cursor, so it points to the beginning of the enumerator.
/// </summary>
public void Reset()
{
_index = -1;
_currentElement = null;
}
/// <summary>
/// Advances the enumerator to the next queue of the enumeration, if one is currently available.
/// </summary>
/// <returns>true, if the enumerator was succesfully advanced to the next queue; false, if the enumerator has reached the end of the enumeration.</returns>
public bool MoveNext()
{
if ((_index
< (_collection.Count - 1)))
{
_index = (_index + 1);
_currentElement = this._collection[_index];
return true;
}
_index = _collection.Count;
return false;
}
}
}
}

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@ -1,199 +0,0 @@
//------------------------------------------------------------------------------
// <autogenerated>
// This code was generated by a tool.
// Runtime Version: 1.1.4322.573
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </autogenerated>
//------------------------------------------------------------------------------
namespace Server.Factions
{
using System;
using System.Collections;
/// <summary>
/// Strongly typed collection of Server.Factions.PlayerState.
/// </summary>
public class PlayerStateCollection : System.Collections.CollectionBase
{
/// <summary>
/// Default constructor.
/// </summary>
public PlayerStateCollection()
{
}
/// <summary>
/// Gets or sets the value of the Server.Factions.PlayerState at a specific position in the PlayerStateCollection.
/// </summary>
public Server.Factions.PlayerState this[int index]
{
get
{
return ((Server.Factions.PlayerState)(this.List[index]));
}
set
{
this.List[index] = value;
}
}
/// <summary>
/// Append a Server.Factions.PlayerState entry to this collection.
/// </summary>
/// <param name="value">Server.Factions.PlayerState instance.</param>
/// <returns>The position into which the new element was inserted.</returns>
public int Add(Server.Factions.PlayerState value)
{
return this.List.Add(value);
}
/// <summary>
/// Determines whether a specified Server.Factions.PlayerState instance is in this collection.
/// </summary>
/// <param name="value">Server.Factions.PlayerState instance to search for.</param>
/// <returns>True if the Server.Factions.PlayerState instance is in the collection; otherwise false.</returns>
public bool Contains(Server.Factions.PlayerState value)
{
return this.List.Contains(value);
}
/// <summary>
/// Retrieve the index a specified Server.Factions.PlayerState instance is in this collection.
/// </summary>
/// <param name="value">Server.Factions.PlayerState instance to find.</param>
/// <returns>The zero-based index of the specified Server.Factions.PlayerState instance. If the object is not found, the return value is -1.</returns>
public int IndexOf(Server.Factions.PlayerState value)
{
return this.List.IndexOf(value);
}
/// <summary>
/// Removes a specified Server.Factions.PlayerState instance from this collection.
/// </summary>
/// <param name="value">The Server.Factions.PlayerState instance to remove.</param>
public void Remove(Server.Factions.PlayerState value)
{
this.List.Remove(value);
}
/// <summary>
/// Returns an enumerator that can iterate through the Server.Factions.PlayerState instance.
/// </summary>
/// <returns>An Server.Factions.PlayerState's enumerator.</returns>
public new PlayerStateCollectionEnumerator GetEnumerator()
{
return new PlayerStateCollectionEnumerator(this);
}
/// <summary>
/// Insert a Server.Factions.PlayerState instance into this collection at a specified index.
/// </summary>
/// <param name="index">Zero-based index.</param>
/// <param name="value">The Server.Factions.PlayerState instance to insert.</param>
public void Insert(int index, Server.Factions.PlayerState value)
{
this.List.Insert(index, value);
}
/// <summary>
/// Strongly typed enumerator of Server.Factions.PlayerState.
/// </summary>
public class PlayerStateCollectionEnumerator : System.Collections.IEnumerator
{
/// <summary>
/// Current index
/// </summary>
private int _index;
/// <summary>
/// Current element pointed to.
/// </summary>
private Server.Factions.PlayerState _currentElement;
/// <summary>
/// Collection to enumerate.
/// </summary>
private PlayerStateCollection _collection;
/// <summary>
/// Default constructor for enumerator.
/// </summary>
/// <param name="collection">Instance of the collection to enumerate.</param>
internal PlayerStateCollectionEnumerator(PlayerStateCollection collection)
{
_index = -1;
_collection = collection;
}
/// <summary>
/// Gets the Server.Factions.PlayerState object in the enumerated PlayerStateCollection currently indexed by this instance.
/// </summary>
public Server.Factions.PlayerState Current
{
get
{
if (((_index == -1)
|| (_index >= _collection.Count)))
{
throw new System.IndexOutOfRangeException("Enumerator not started.");
}
else
{
return _currentElement;
}
}
}
/// <summary>
/// Gets the current element in the collection.
/// </summary>
object IEnumerator.Current
{
get
{
if (((_index == -1)
|| (_index >= _collection.Count)))
{
throw new System.IndexOutOfRangeException("Enumerator not started.");
}
else
{
return _currentElement;
}
}
}
/// <summary>
/// Reset the cursor, so it points to the beginning of the enumerator.
/// </summary>
public void Reset()
{
_index = -1;
_currentElement = null;
}
/// <summary>
/// Advances the enumerator to the next queue of the enumeration, if one is currently available.
/// </summary>
/// <returns>true, if the enumerator was succesfully advanced to the next queue; false, if the enumerator has reached the end of the enumeration.</returns>
public bool MoveNext()
{
if ((_index
< (_collection.Count - 1)))
{
_index = (_index + 1);
_currentElement = this._collection[_index];
return true;
}
_index = _collection.Count;
return false;
}
}
}
}

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@ -1,199 +0,0 @@
//------------------------------------------------------------------------------
// <autogenerated>
// This code was generated by a tool.
// Runtime Version: 1.1.4322.573
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </autogenerated>
//------------------------------------------------------------------------------
namespace Server.Factions
{
using System;
using System.Collections;
/// <summary>
/// Strongly typed collection of Server.Factions.Sigil.
/// </summary>
public class SigilCollection : System.Collections.CollectionBase
{
/// <summary>
/// Default constructor.
/// </summary>
public SigilCollection()
{
}
/// <summary>
/// Gets or sets the value of the Server.Factions.Sigil at a specific position in the SigilCollection.
/// </summary>
public Server.Factions.Sigil this[int index]
{
get
{
return ((Server.Factions.Sigil)(this.List[index]));
}
set
{
this.List[index] = value;
}
}
/// <summary>
/// Append a Server.Factions.Sigil entry to this collection.
/// </summary>
/// <param name="value">Server.Factions.Sigil instance.</param>
/// <returns>The position into which the new element was inserted.</returns>
public int Add(Server.Factions.Sigil value)
{
return this.List.Add(value);
}
/// <summary>
/// Determines whether a specified Server.Factions.Sigil instance is in this collection.
/// </summary>
/// <param name="value">Server.Factions.Sigil instance to search for.</param>
/// <returns>True if the Server.Factions.Sigil instance is in the collection; otherwise false.</returns>
public bool Contains(Server.Factions.Sigil value)
{
return this.List.Contains(value);
}
/// <summary>
/// Retrieve the index a specified Server.Factions.Sigil instance is in this collection.
/// </summary>
/// <param name="value">Server.Factions.Sigil instance to find.</param>
/// <returns>The zero-based index of the specified Server.Factions.Sigil instance. If the object is not found, the return value is -1.</returns>
public int IndexOf(Server.Factions.Sigil value)
{
return this.List.IndexOf(value);
}
/// <summary>
/// Removes a specified Server.Factions.Sigil instance from this collection.
/// </summary>
/// <param name="value">The Server.Factions.Sigil instance to remove.</param>
public void Remove(Server.Factions.Sigil value)
{
this.List.Remove(value);
}
/// <summary>
/// Returns an enumerator that can iterate through the Server.Factions.Sigil instance.
/// </summary>
/// <returns>An Server.Factions.Sigil's enumerator.</returns>
public new SigilCollectionEnumerator GetEnumerator()
{
return new SigilCollectionEnumerator(this);
}
/// <summary>
/// Insert a Server.Factions.Sigil instance into this collection at a specified index.
/// </summary>
/// <param name="index">Zero-based index.</param>
/// <param name="value">The Server.Factions.Sigil instance to insert.</param>
public void Insert(int index, Server.Factions.Sigil value)
{
this.List.Insert(index, value);
}
/// <summary>
/// Strongly typed enumerator of Server.Factions.Sigil.
/// </summary>
public class SigilCollectionEnumerator : System.Collections.IEnumerator
{
/// <summary>
/// Current index
/// </summary>
private int _index;
/// <summary>
/// Current element pointed to.
/// </summary>
private Server.Factions.Sigil _currentElement;
/// <summary>
/// Collection to enumerate.
/// </summary>
private SigilCollection _collection;
/// <summary>
/// Default constructor for enumerator.
/// </summary>
/// <param name="collection">Instance of the collection to enumerate.</param>
internal SigilCollectionEnumerator(SigilCollection collection)
{
_index = -1;
_collection = collection;
}
/// <summary>
/// Gets the Server.Factions.Sigil object in the enumerated SigilCollection currently indexed by this instance.
/// </summary>
public Server.Factions.Sigil Current
{
get
{
if (((_index == -1)
|| (_index >= _collection.Count)))
{
throw new System.IndexOutOfRangeException("Enumerator not started.");
}
else
{
return _currentElement;
}
}
}
/// <summary>
/// Gets the current element in the collection.
/// </summary>
object IEnumerator.Current
{
get
{
if (((_index == -1)
|| (_index >= _collection.Count)))
{
throw new System.IndexOutOfRangeException("Enumerator not started.");
}
else
{
return _currentElement;
}
}
}
/// <summary>
/// Reset the cursor, so it points to the beginning of the enumerator.
/// </summary>
public void Reset()
{
_index = -1;
_currentElement = null;
}
/// <summary>
/// Advances the enumerator to the next queue of the enumeration, if one is currently available.
/// </summary>
/// <returns>true, if the enumerator was succesfully advanced to the next queue; false, if the enumerator has reached the end of the enumeration.</returns>
public bool MoveNext()
{
if ((_index
< (_collection.Count - 1)))
{
_index = (_index + 1);
_currentElement = this._collection[_index];
return true;
}
_index = _collection.Count;
return false;
}
}
}
}

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@ -1,199 +0,0 @@
//------------------------------------------------------------------------------
// <autogenerated>
// This code was generated by a tool.
// Runtime Version: 1.1.4322.573
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </autogenerated>
//------------------------------------------------------------------------------
namespace Server.Factions
{
using System;
using System.Collections;
/// <summary>
/// Strongly typed collection of Server.Factions.SilverGivenEntry.
/// </summary>
public class SilverGivenCollection : System.Collections.CollectionBase
{
/// <summary>
/// Default constructor.
/// </summary>
public SilverGivenCollection()
{
}
/// <summary>
/// Gets or sets the value of the Server.Factions.SilverGivenEntry at a specific position in the SilverGivenCollection.
/// </summary>
public Server.Factions.SilverGivenEntry this[int index]
{
get
{
return ((Server.Factions.SilverGivenEntry)(this.List[index]));
}
set
{
this.List[index] = value;
}
}
/// <summary>
/// Append a Server.Factions.SilverGivenEntry entry to this collection.
/// </summary>
/// <param name="value">Server.Factions.SilverGivenEntry instance.</param>
/// <returns>The position into which the new element was inserted.</returns>
public int Add(Server.Factions.SilverGivenEntry value)
{
return this.List.Add(value);
}
/// <summary>
/// Determines whether a specified Server.Factions.SilverGivenEntry instance is in this collection.
/// </summary>
/// <param name="value">Server.Factions.SilverGivenEntry instance to search for.</param>
/// <returns>True if the Server.Factions.SilverGivenEntry instance is in the collection; otherwise false.</returns>
public bool Contains(Server.Factions.SilverGivenEntry value)
{
return this.List.Contains(value);
}
/// <summary>
/// Retrieve the index a specified Server.Factions.SilverGivenEntry instance is in this collection.
/// </summary>
/// <param name="value">Server.Factions.SilverGivenEntry instance to find.</param>
/// <returns>The zero-based index of the specified Server.Factions.SilverGivenEntry instance. If the object is not found, the return value is -1.</returns>
public int IndexOf(Server.Factions.SilverGivenEntry value)
{
return this.List.IndexOf(value);
}
/// <summary>
/// Removes a specified Server.Factions.SilverGivenEntry instance from this collection.
/// </summary>
/// <param name="value">The Server.Factions.SilverGivenEntry instance to remove.</param>
public void Remove(Server.Factions.SilverGivenEntry value)
{
this.List.Remove(value);
}
/// <summary>
/// Returns an enumerator that can iterate through the Server.Factions.SilverGivenEntry instance.
/// </summary>
/// <returns>An Server.Factions.SilverGivenEntry's enumerator.</returns>
public new SilverGivenCollectionEnumerator GetEnumerator()
{
return new SilverGivenCollectionEnumerator(this);
}
/// <summary>
/// Insert a Server.Factions.SilverGivenEntry instance into this collection at a specified index.
/// </summary>
/// <param name="index">Zero-based index.</param>
/// <param name="value">The Server.Factions.SilverGivenEntry instance to insert.</param>
public void Insert(int index, Server.Factions.SilverGivenEntry value)
{
this.List.Insert(index, value);
}
/// <summary>
/// Strongly typed enumerator of Server.Factions.SilverGivenEntry.
/// </summary>
public class SilverGivenCollectionEnumerator : System.Collections.IEnumerator
{
/// <summary>
/// Current index
/// </summary>
private int _index;
/// <summary>
/// Current element pointed to.
/// </summary>
private Server.Factions.SilverGivenEntry _currentElement;
/// <summary>
/// Collection to enumerate.
/// </summary>
private SilverGivenCollection _collection;
/// <summary>
/// Default constructor for enumerator.
/// </summary>
/// <param name="collection">Instance of the collection to enumerate.</param>
internal SilverGivenCollectionEnumerator(SilverGivenCollection collection)
{
_index = -1;
_collection = collection;
}
/// <summary>
/// Gets the Server.Factions.SilverGivenEntry object in the enumerated SilverGivenCollection currently indexed by this instance.
/// </summary>
public Server.Factions.SilverGivenEntry Current
{
get
{
if (((_index == -1)
|| (_index >= _collection.Count)))
{
throw new System.IndexOutOfRangeException("Enumerator not started.");
}
else
{
return _currentElement;
}
}
}
/// <summary>
/// Gets the current element in the collection.
/// </summary>
object IEnumerator.Current
{
get
{
if (((_index == -1)
|| (_index >= _collection.Count)))
{
throw new System.IndexOutOfRangeException("Enumerator not started.");
}
else
{
return _currentElement;
}
}
}
/// <summary>
/// Reset the cursor, so it points to the beginning of the enumerator.
/// </summary>
public void Reset()
{
_index = -1;
_currentElement = null;
}
/// <summary>
/// Advances the enumerator to the next queue of the enumeration, if one is currently available.
/// </summary>
/// <returns>true, if the enumerator was succesfully advanced to the next queue; false, if the enumerator has reached the end of the enumeration.</returns>
public bool MoveNext()
{
if ((_index
< (_collection.Count - 1)))
{
_index = (_index + 1);
_currentElement = this._collection[_index];
return true;
}
_index = _collection.Count;
return false;
}
}
}
}

View file

@ -1,199 +0,0 @@
//------------------------------------------------------------------------------
// <autogenerated>
// This code was generated by a tool.
// Runtime Version: 1.1.4322.573
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </autogenerated>
//------------------------------------------------------------------------------
namespace Server.Factions
{
using System;
using System.Collections;
/// <summary>
/// Strongly typed collection of Server.Factions.Town.
/// </summary>
public class TownCollection : System.Collections.CollectionBase
{
/// <summary>
/// Default constructor.
/// </summary>
public TownCollection()
{
}
/// <summary>
/// Gets or sets the value of the Server.Factions.Town at a specific position in the TownCollection.
/// </summary>
public Server.Factions.Town this[int index]
{
get
{
return ((Server.Factions.Town)(this.List[index]));
}
set
{
this.List[index] = value;
}
}
/// <summary>
/// Append a Server.Factions.Town entry to this collection.
/// </summary>
/// <param name="value">Server.Factions.Town instance.</param>
/// <returns>The position into which the new element was inserted.</returns>
public int Add(Server.Factions.Town value)
{
return this.List.Add(value);
}
/// <summary>
/// Determines whether a specified Server.Factions.Town instance is in this collection.
/// </summary>
/// <param name="value">Server.Factions.Town instance to search for.</param>
/// <returns>True if the Server.Factions.Town instance is in the collection; otherwise false.</returns>
public bool Contains(Server.Factions.Town value)
{
return this.List.Contains(value);
}
/// <summary>
/// Retrieve the index a specified Server.Factions.Town instance is in this collection.
/// </summary>
/// <param name="value">Server.Factions.Town instance to find.</param>
/// <returns>The zero-based index of the specified Server.Factions.Town instance. If the object is not found, the return value is -1.</returns>
public int IndexOf(Server.Factions.Town value)
{
return this.List.IndexOf(value);
}
/// <summary>
/// Removes a specified Server.Factions.Town instance from this collection.
/// </summary>
/// <param name="value">The Server.Factions.Town instance to remove.</param>
public void Remove(Server.Factions.Town value)
{
this.List.Remove(value);
}
/// <summary>
/// Returns an enumerator that can iterate through the Server.Factions.Town instance.
/// </summary>
/// <returns>An Server.Factions.Town's enumerator.</returns>
public new TownCollectionEnumerator GetEnumerator()
{
return new TownCollectionEnumerator(this);
}
/// <summary>
/// Insert a Server.Factions.Town instance into this collection at a specified index.
/// </summary>
/// <param name="index">Zero-based index.</param>
/// <param name="value">The Server.Factions.Town instance to insert.</param>
public void Insert(int index, Server.Factions.Town value)
{
this.List.Insert(index, value);
}
/// <summary>
/// Strongly typed enumerator of Server.Factions.Town.
/// </summary>
public class TownCollectionEnumerator : System.Collections.IEnumerator
{
/// <summary>
/// Current index
/// </summary>
private int _index;
/// <summary>
/// Current element pointed to.
/// </summary>
private Server.Factions.Town _currentElement;
/// <summary>
/// Collection to enumerate.
/// </summary>
private TownCollection _collection;
/// <summary>
/// Default constructor for enumerator.
/// </summary>
/// <param name="collection">Instance of the collection to enumerate.</param>
internal TownCollectionEnumerator(TownCollection collection)
{
_index = -1;
_collection = collection;
}
/// <summary>
/// Gets the Server.Factions.Town object in the enumerated TownCollection currently indexed by this instance.
/// </summary>
public Server.Factions.Town Current
{
get
{
if (((_index == -1)
|| (_index >= _collection.Count)))
{
throw new System.IndexOutOfRangeException("Enumerator not started.");
}
else
{
return _currentElement;
}
}
}
/// <summary>
/// Gets the current element in the collection.
/// </summary>
object IEnumerator.Current
{
get
{
if (((_index == -1)
|| (_index >= _collection.Count)))
{
throw new System.IndexOutOfRangeException("Enumerator not started.");
}
else
{
return _currentElement;
}
}
}
/// <summary>
/// Reset the cursor, so it points to the beginning of the enumerator.
/// </summary>
public void Reset()
{
_index = -1;
_currentElement = null;
}
/// <summary>
/// Advances the enumerator to the next queue of the enumeration, if one is currently available.
/// </summary>
/// <returns>true, if the enumerator was succesfully advanced to the next queue; false, if the enumerator has reached the end of the enumeration.</returns>
public bool MoveNext()
{
if ((_index
< (_collection.Count - 1)))
{
_index = (_index + 1);
_currentElement = this._collection[_index];
return true;
}
_index = _collection.Count;
return false;
}
}
}
}

View file

@ -1,200 +0,0 @@
//------------------------------------------------------------------------------
// <autogenerated>
// This code was generated by a tool.
// Runtime Version: 1.1.4322.573
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </autogenerated>
//------------------------------------------------------------------------------
namespace Server.Factions
{
using System;
using System.Collections;
/// <summary>
/// Strongly typed collection of Server.Factions.VendorList.
/// </summary>
public class VendorListCollection : System.Collections.CollectionBase
{
/// <summary>
/// Default constructor.
/// </summary>
public VendorListCollection() :
base()
{
}
/// <summary>
/// Gets or sets the value of the Server.Factions.VendorList at a specific position in the VendorListCollection.
/// </summary>
public Server.Factions.VendorList this[int index]
{
get
{
return ((Server.Factions.VendorList)(this.List[index]));
}
set
{
this.List[index] = value;
}
}
/// <summary>
/// Append a Server.Factions.VendorList entry to this collection.
/// </summary>
/// <param name="value">Server.Factions.VendorList instance.</param>
/// <returns>The position into which the new element was inserted.</returns>
public int Add(Server.Factions.VendorList value)
{
return this.List.Add(value);
}
/// <summary>
/// Determines whether a specified Server.Factions.VendorList instance is in this collection.
/// </summary>
/// <param name="value">Server.Factions.VendorList instance to search for.</param>
/// <returns>True if the Server.Factions.VendorList instance is in the collection; otherwise false.</returns>
public bool Contains(Server.Factions.VendorList value)
{
return this.List.Contains(value);
}
/// <summary>
/// Retrieve the index a specified Server.Factions.VendorList instance is in this collection.
/// </summary>
/// <param name="value">Server.Factions.VendorList instance to find.</param>
/// <returns>The zero-based index of the specified Server.Factions.VendorList instance. If the object is not found, the return value is -1.</returns>
public int IndexOf(Server.Factions.VendorList value)
{
return this.List.IndexOf(value);
}
/// <summary>
/// Removes a specified Server.Factions.VendorList instance from this collection.
/// </summary>
/// <param name="value">The Server.Factions.VendorList instance to remove.</param>
public void Remove(Server.Factions.VendorList value)
{
this.List.Remove(value);
}
/// <summary>
/// Returns an enumerator that can iterate through the Server.Factions.VendorList instance.
/// </summary>
/// <returns>An Server.Factions.VendorList's enumerator.</returns>
public new VendorListCollectionEnumerator GetEnumerator()
{
return new VendorListCollectionEnumerator(this);
}
/// <summary>
/// Insert a Server.Factions.VendorList instance into this collection at a specified index.
/// </summary>
/// <param name="index">Zero-based index.</param>
/// <param name="value">The Server.Factions.VendorList instance to insert.</param>
public void Insert(int index, Server.Factions.VendorList value)
{
this.List.Insert(index, value);
}
/// <summary>
/// Strongly typed enumerator of Server.Factions.VendorList.
/// </summary>
public class VendorListCollectionEnumerator : System.Collections.IEnumerator
{
/// <summary>
/// Current index
/// </summary>
private int _index;
/// <summary>
/// Current element pointed to.
/// </summary>
private Server.Factions.VendorList _currentElement;
/// <summary>
/// Collection to enumerate.
/// </summary>
private VendorListCollection _collection;
/// <summary>
/// Default constructor for enumerator.
/// </summary>
/// <param name="collection">Instance of the collection to enumerate.</param>
internal VendorListCollectionEnumerator(VendorListCollection collection)
{
_index = -1;
_collection = collection;
}
/// <summary>
/// Gets the Server.Factions.VendorList object in the enumerated VendorListCollection currently indexed by this instance.
/// </summary>
public Server.Factions.VendorList Current
{
get
{
if (((_index == -1)
|| (_index >= _collection.Count)))
{
throw new System.IndexOutOfRangeException("Enumerator not started.");
}
else
{
return _currentElement;
}
}
}
/// <summary>
/// Gets the current element in the collection.
/// </summary>
object IEnumerator.Current
{
get
{
if (((_index == -1)
|| (_index >= _collection.Count)))
{
throw new System.IndexOutOfRangeException("Enumerator not started.");
}
else
{
return _currentElement;
}
}
}
/// <summary>
/// Reset the cursor, so it points to the beginning of the enumerator.
/// </summary>
public void Reset()
{
_index = -1;
_currentElement = null;
}
/// <summary>
/// Advances the enumerator to the next queue of the enumeration, if one is currently available.
/// </summary>
/// <returns>true, if the enumerator was succesfully advanced to the next queue; false, if the enumerator has reached the end of the enumeration.</returns>
public bool MoveNext()
{
if ((_index
< (_collection.Count - 1)))
{
_index = (_index + 1);
_currentElement = this._collection[_index];
return true;
}
_index = _collection.Count;
return false;
}
}
}
}

View file

@ -3,6 +3,7 @@ using System.Net;
using System.Collections;
using Server;
using Server.Mobiles;
using System.Collections.Generic;
namespace Server.Factions
{
@ -16,14 +17,14 @@ namespace Server.Factions
public const int CandidateRank = 5;
private Faction m_Faction;
private CandidateCollection m_Candidates;
private List<Candidate> m_Candidates;
private ElectionState m_State;
private DateTime m_LastStateTime;
public Faction Faction{ get{ return m_Faction; } }
public CandidateCollection Candidates{ get{ return m_Candidates; } }
public List<Candidate> Candidates { get { return m_Candidates; } }
public ElectionState State{ get{ return m_State; } set{ m_State = value; m_LastStateTime = DateTime.Now; } }
public DateTime LastStateTime{ get{ return m_LastStateTime; } }
@ -79,7 +80,7 @@ namespace Server.Factions
public Election( Faction faction )
{
m_Faction = faction;
m_Candidates = new CandidateCollection();
m_Candidates = new List<Candidate>();
StartTimer();
}
@ -97,7 +98,7 @@ namespace Server.Factions
m_LastStateTime = reader.ReadDateTime();
m_State = (ElectionState)reader.ReadEncodedInt();
m_Candidates = new CandidateCollection();
m_Candidates = new List<Candidate>();
int count = reader.ReadEncodedInt();
@ -146,11 +147,11 @@ namespace Server.Factions
{
for ( int i = 0; i < m_Candidates.Count; ++i )
{
ArrayList voters = m_Candidates[i].Voters;
List<Voter> voters = m_Candidates[i].Voters;
for ( int j = 0; j < voters.Count; ++j )
{
Voter voter = (Voter)voters[j];
Voter voter = voters[j];
if ( voter.From == mob )
voters.RemoveAt( j-- );
@ -233,11 +234,11 @@ namespace Server.Factions
{
for ( int i = 0; i < m_Candidates.Count; ++i )
{
ArrayList voters = m_Candidates[i].Voters;
List<Voter> voters = m_Candidates[i].Voters;
for ( int j = 0; j < voters.Count; ++j )
{
Voter voter = (Voter)voters[j];
Voter voter = voters[j];
if ( voter.From == mob )
return m_Candidates[i];
@ -479,10 +480,10 @@ namespace Server.Factions
public class Candidate
{
private Mobile m_Mobile;
private ArrayList m_Voters;
private List<Voter> m_Voters;
public Mobile Mobile{ get{ return m_Mobile; } }
public ArrayList Voters{ get{ return m_Voters; } }
public List<Voter> Voters { get { return m_Voters; } }
public int Votes{ get{ return m_Voters.Count; } }
@ -500,7 +501,7 @@ namespace Server.Factions
public Candidate( Mobile mob )
{
m_Mobile = mob;
m_Voters = new ArrayList();
m_Voters = new List<Voter>();
}
public Candidate( GenericReader reader )
@ -514,7 +515,7 @@ namespace Server.Factions
m_Mobile = reader.ReadMobile();
int count = reader.ReadEncodedInt();
m_Voters = new ArrayList( count );
m_Voters = new List<Voter>( count );
for ( int i = 0; i < count; ++i )
{
@ -530,11 +531,11 @@ namespace Server.Factions
{
m_Mobile = reader.ReadMobile();
ArrayList mobs = reader.ReadMobileList();
m_Voters = new ArrayList( mobs.Count );
List<Mobile> mobs = reader.ReadStrongMobileList();
m_Voters = new List<Voter>( mobs.Count );
for ( int i = 0; i < mobs.Count; ++i )
m_Voters.Add( new Voter( (Mobile)mobs[i], m_Mobile ) );
m_Voters.Add( new Voter( mobs[i], m_Mobile ) );
break;
}

View file

@ -9,6 +9,7 @@ using Server.Targeting;
using Server.Accounting;
using Server.Commands;
using Server.Commands.Generic;
using System.Collections.Generic;
namespace Server.Factions
{
@ -65,7 +66,7 @@ namespace Server.Factions
set{ m_State.Silver = value; }
}
public PlayerStateCollection Members
public List<PlayerState> Members
{
get{ return m_State.Members; }
set{ m_State.Members = value; }
@ -85,7 +86,7 @@ namespace Server.Factions
public void Broadcast( int hue, string text )
{
PlayerStateCollection members = Members;
List<PlayerState> members = Members;
for ( int i = 0; i < members.Count; ++i )
members[i].Mobile.SendMessage( hue, text );
@ -93,7 +94,7 @@ namespace Server.Factions
public void Broadcast( int number )
{
PlayerStateCollection members = Members;
List<PlayerState> members = Members;
for ( int i = 0; i < members.Count; ++i )
members[i].Mobile.SendLocalizedMessage( number );
@ -428,7 +429,7 @@ namespace Server.Factions
pm.SendLocalizedMessage( 1018031 ); // In the interest of faction stability, this faction declines to accept new members for now.
else
{
ArrayList members = new ArrayList( guild.Members );
List<Mobile> members = new List<Mobile>( guild.Members );
for ( int i = 0; i < members.Count; ++i )
{
@ -497,9 +498,9 @@ namespace Server.Factions
public void UpdateRanks()
{
PlayerStateCollection members = Members;
List<PlayerState> members = Members;
ArrayList list = new ArrayList( members );
List<PlayerState> list = new List<PlayerState>( members );
list.Sort();
@ -507,7 +508,7 @@ namespace Server.Factions
for ( int i = 0; i < list.Count; ++i )
{
PlayerState pl = (PlayerState)list[i];
PlayerState pl = list[i];
int percent;
@ -553,12 +554,12 @@ namespace Server.Factions
public static void FactionTownReset_OnCommand( CommandEventArgs e )
{
MonolithCollection monoliths = BaseMonolith.Monoliths;
List<BaseMonolith> monoliths = BaseMonolith.Monoliths;
for ( int i = 0; i < monoliths.Count; ++i )
monoliths[i].Sigil = null;
TownCollection towns = Town.Towns;
List<Town> towns = Town.Towns;
for ( int i = 0; i < towns.Count; ++i )
{
@ -569,7 +570,7 @@ namespace Server.Factions
towns[i].Owner = null;
}
SigilCollection sigils = Sigil.Sigils;
List<Sigil> sigils = Sigil.Sigils;
for ( int i = 0; i < sigils.Count; ++i )
{
@ -583,17 +584,17 @@ namespace Server.Factions
sigils[i].ReturnHome();
}
FactionCollection factions = Faction.Factions;
List<Faction> factions = Faction.Factions;
for ( int i = 0; i < factions.Count; ++i )
{
Faction f = factions[i];
ArrayList list = new ArrayList( f.State.FactionItems );
List<FactionItem> list = new List<FactionItem>( f.State.FactionItems );
for ( int j = 0; j < list.Count; ++j )
{
FactionItem fi = (FactionItem)list[j];
FactionItem fi = list[j];
if ( fi.Expiration == DateTime.MinValue )
fi.Item.Delete();
@ -605,12 +606,12 @@ namespace Server.Factions
public static void FactionReset_OnCommand( CommandEventArgs e )
{
MonolithCollection monoliths = BaseMonolith.Monoliths;
List<BaseMonolith> monoliths = BaseMonolith.Monoliths;
for ( int i = 0; i < monoliths.Count; ++i )
monoliths[i].Sigil = null;
TownCollection towns = Town.Towns;
List<Town> towns = Town.Towns;
for ( int i = 0; i < towns.Count; ++i )
{
@ -621,7 +622,7 @@ namespace Server.Factions
towns[i].Owner = null;
}
SigilCollection sigils = Sigil.Sigils;
List<Sigil> sigils = Sigil.Sigils;
for ( int i = 0; i < sigils.Count; ++i )
{
@ -635,22 +636,22 @@ namespace Server.Factions
sigils[i].ReturnHome();
}
FactionCollection factions = Faction.Factions;
List<Faction> factions = Faction.Factions;
for ( int i = 0; i < factions.Count; ++i )
{
Faction f = factions[i];
ArrayList list = new ArrayList( f.Members );
List<PlayerState> playerStateList = new List<PlayerState>( f.Members );
for ( int j = 0; j < list.Count; ++j )
f.RemoveMember( ((PlayerState)list[j]).Mobile );
for( int j = 0; j < playerStateList.Count; ++j )
f.RemoveMember( playerStateList[j].Mobile );
list = new ArrayList( f.State.FactionItems );
List<FactionItem> factionItemList = new List<FactionItem>( f.State.FactionItems );
for ( int j = 0; j < list.Count; ++j )
for( int j = 0; j < factionItemList.Count; ++j )
{
FactionItem fi = (FactionItem)list[j];
FactionItem fi = (FactionItem)factionItemList[j];
if ( fi.Expiration == DateTime.MinValue )
fi.Item.Delete();
@ -658,10 +659,10 @@ namespace Server.Factions
fi.Detach();
}
list = new ArrayList( f.Traps );
List<BaseFactionTrap> factionTrapList = new List<BaseFactionTrap>( f.Traps );
for ( int j = 0; j < list.Count; ++j )
((BaseFactionTrap)list[j]).Delete();
for( int j = 0; j < factionTrapList.Count; ++j )
factionTrapList[j].Delete();
}
}
@ -800,7 +801,7 @@ namespace Server.Factions
public static void ProcessTick()
{
SigilCollection sigils = Sigil.Sigils;
List<Sigil> sigils = Sigil.Sigils;
for ( int i = 0; i < sigils.Count; ++i )
{
@ -936,7 +937,7 @@ namespace Server.Factions
public virtual int MaximumTraps{ get{ return 15; } }
public FactionTrapCollection Traps
public List<BaseFactionTrap> Traps
{
get{ return m_State.Traps; }
set{ m_State.Traps = value; }
@ -947,7 +948,7 @@ namespace Server.Factions
public static Faction FindSmallestFaction()
{
FactionCollection factions = Factions;
List<Faction> factions = Factions;
Faction smallest = null;
for ( int i = 0; i < factions.Count; ++i )
@ -963,7 +964,7 @@ namespace Server.Factions
public static bool StabilityActive()
{
FactionCollection factions = Factions;
List<Faction> factions = Factions;
for ( int i = 0; i < factions.Count; ++i )
{
@ -1191,7 +1192,7 @@ namespace Server.Factions
writer.WriteEncodedInt( (int) (idx + 1) );
}
public static FactionCollection Factions{ get{ return Reflector.Factions; } }
public static List<Faction> Factions{ get{ return Reflector.Factions; } }
public static Faction ReadReference( GenericReader reader )
{
@ -1239,7 +1240,7 @@ namespace Server.Factions
public static Faction Parse( string name )
{
FactionCollection factions = Factions;
List<Faction> factions = Factions;
for ( int i = 0; i < factions.Count; ++i )
{

View file

@ -1,4 +1,5 @@
using System;
using System.Collections.Generic;
namespace Server.Factions
{
@ -8,10 +9,10 @@ namespace Server.Factions
private Mobile m_Commander;
private int m_Tithe;
private int m_Silver;
private PlayerStateCollection m_Members;
private List<PlayerState> m_Members;
private Election m_Election;
private FactionItemCollection m_FactionItems;
private FactionTrapCollection m_FactionTraps;
private List<FactionItem> m_FactionItems;
private List<BaseFactionTrap> m_FactionTraps;
private const int BroadcastsPerPeriod = 2;
private static readonly TimeSpan BroadcastPeriod = TimeSpan.FromHours( 1.0 );
@ -44,13 +45,13 @@ namespace Server.Factions
}
}
public FactionItemCollection FactionItems
public List<FactionItem> FactionItems
{
get{ return m_FactionItems; }
set{ m_FactionItems = value; }
}
public FactionTrapCollection Traps
public List<BaseFactionTrap> Traps
{
get{ return m_FactionTraps; }
set{ m_FactionTraps = value; }
@ -101,7 +102,7 @@ namespace Server.Factions
set{ m_Silver = value; }
}
public PlayerStateCollection Members
public List<PlayerState> Members
{
get{ return m_Members; }
set{ m_Members = value; }
@ -111,10 +112,10 @@ namespace Server.Factions
{
m_Faction = faction;
m_Tithe = 50;
m_Members = new PlayerStateCollection();
m_Members = new List<PlayerState>();
m_Election = new Election( faction );
m_FactionItems = new FactionItemCollection();
m_FactionTraps = new FactionTrapCollection();
m_FactionItems = new List<FactionItem>();
m_FactionTraps = new List<BaseFactionTrap>();
}
public FactionState( GenericReader reader )
@ -164,7 +165,7 @@ namespace Server.Factions
int memberCount = reader.ReadEncodedInt();
m_Members = new PlayerStateCollection();
m_Members = new List<PlayerState>();
for ( int i = 0; i < memberCount; ++i )
{
@ -177,7 +178,7 @@ namespace Server.Factions
m_Faction.State = this;
m_Faction.UpdateRanks();
m_FactionItems = new FactionItemCollection();
m_FactionItems = new List<FactionItem>();
if ( version >= 2 )
{
@ -194,7 +195,7 @@ namespace Server.Factions
}
}
m_FactionTraps = new FactionTrapCollection();
m_FactionTraps = new List<BaseFactionTrap>();
if ( version >= 3 )
{

View file

@ -1,5 +1,6 @@
using System;
using Server.Commands;
using System.Collections.Generic;
namespace Server.Factions
{
@ -14,12 +15,12 @@ namespace Server.Factions
{
new FactionPersistance();
FactionCollection factions = Faction.Factions;
List<Faction> factions = Faction.Factions;
foreach ( Faction faction in factions )
Generate( faction );
TownCollection towns = Town.Towns;
List<Town> towns = Town.Towns;
foreach ( Town town in towns )
Generate( town );
@ -46,7 +47,7 @@ namespace Server.Factions
{
Map facet = Faction.Facet;
TownCollection towns = Town.Towns;
List<Town> towns = Town.Towns;
StrongholdDefinition stronghold = faction.Definition.Stronghold;

View file

@ -1,15 +1,16 @@
using System;
using Server;
using System.Collections.Generic;
namespace Server.Factions
{
public class GuardList
{
private GuardDefinition m_Definition;
private FactionGuardCollection m_Guards;
private List<BaseFactionGuard> m_Guards;
public GuardDefinition Definition{ get{ return m_Definition; } }
public FactionGuardCollection Guards{ get{ return m_Guards; } }
public List<BaseFactionGuard> Guards{ get{ return m_Guards; } }
public BaseFactionGuard Construct()
{
@ -20,7 +21,7 @@ namespace Server.Factions
public GuardList( GuardDefinition definition )
{
m_Definition = definition;
m_Guards = new FactionGuardCollection();
m_Guards = new List<BaseFactionGuard>();
}
}
}

View file

@ -1,4 +1,5 @@
using System;
using System.Collections.Generic;
namespace Server.Factions
{
@ -41,7 +42,7 @@ namespace Server.Factions
writer.Write( (int) 0 ); // version
FactionCollection factions = Faction.Factions;
List<Faction> factions = Faction.Factions;
for ( int i = 0; i < factions.Count; ++i )
{
@ -49,7 +50,7 @@ namespace Server.Factions
factions[i].State.Serialize( writer );
}
TownCollection towns = Town.Towns;
List<Town> towns = Town.Towns;
for ( int i = 0; i < towns.Count; ++i )
{

View file

@ -1,6 +1,7 @@
using System;
using Server;
using Server.Mobiles;
using System.Collections.Generic;
namespace Server.Factions
{
@ -8,25 +9,25 @@ namespace Server.Factions
{
private Mobile m_Mobile;
private Faction m_Faction;
private PlayerStateCollection m_Owner;
private List<PlayerState> m_Owner;
private int m_KillPoints;
private DateTime m_Leaving;
private MerchantTitle m_MerchantTitle;
private RankDefinition m_Rank;
private SilverGivenCollection m_SilverGiven;
private List<SilverGivenEntry> m_SilverGiven;
private Town m_Sheriff;
private Town m_Finance;
public Mobile Mobile{ get{ return m_Mobile; } }
public Faction Faction{ get{ return m_Faction; } }
public PlayerStateCollection Owner{ get{ return m_Owner; } }
public List<PlayerState> Owner { get { return m_Owner; } }
public int KillPoints{ get{ return m_KillPoints; } set{ m_KillPoints = value; } }
public MerchantTitle MerchantTitle{ get{ return m_MerchantTitle; } set{ m_MerchantTitle = value; Invalidate(); } }
public RankDefinition Rank{ get{ return m_Rank; } set{ m_Rank = value; Invalidate(); } }
public Town Sheriff{ get{ return m_Sheriff; } set{ m_Sheriff = value; Invalidate(); } }
public Town Finance{ get{ return m_Finance; } set{ m_Finance = value; Invalidate(); } }
public SilverGivenCollection SilverGiven{ get{ return m_SilverGiven; } }
public List<SilverGivenEntry> SilverGiven { get { return m_SilverGiven; } }
public DateTime Leaving{ get{ return m_Leaving; } set{ m_Leaving = value; } }
public bool IsLeaving{ get{ return ( m_Leaving > DateTime.MinValue ); } }
@ -52,7 +53,7 @@ namespace Server.Factions
public void OnGivenSilverTo( Mobile mob )
{
if ( m_SilverGiven == null )
m_SilverGiven = new SilverGivenCollection();
m_SilverGiven = new List<SilverGivenEntry>();
m_SilverGiven.Add( new SilverGivenEntry( mob ) );
}
@ -69,7 +70,7 @@ namespace Server.Factions
((PlayerMobile)m_Mobile).FactionPlayerState = this;
}
public PlayerState( Mobile mob, Faction faction, PlayerStateCollection owner )
public PlayerState( Mobile mob, Faction faction, List<PlayerState> owner )
{
m_Mobile = mob;
m_Faction = faction;
@ -81,7 +82,7 @@ namespace Server.Factions
Invalidate();
}
public PlayerState( GenericReader reader, Faction faction, PlayerStateCollection owner )
public PlayerState( GenericReader reader, Faction faction, List<PlayerState> owner )
{
m_Faction = faction;
m_Owner = owner;

View file

@ -2,16 +2,17 @@ using System;
using System.Reflection;
using System.Collections;
using Server;
using System.Collections.Generic;
namespace Server.Factions
{
public class Reflector
{
private static ArrayList m_Types = new ArrayList();
private static List<Type> m_Types = new List<Type>();
private static TownCollection m_Towns;
private static List<Town> m_Towns;
public static TownCollection Towns
public static List<Town> Towns
{
get
{
@ -22,9 +23,9 @@ namespace Server.Factions
}
}
private static FactionCollection m_Factions;
private static List<Faction> m_Factions;
public static FactionCollection Factions
public static List<Faction> Factions
{
get
{
@ -71,11 +72,11 @@ namespace Server.Factions
else
m_Types.Add( ScriptCompiler.FindTypeByFullName( typeName, false ) );
return (Type) m_Types[m_Types.Count - 1];
return m_Types[m_Types.Count - 1];
}
else
{
return (Type)m_Types[index - 1];
return m_Types[index - 1];
}
}
@ -87,8 +88,8 @@ namespace Server.Factions
private static void ProcessTypes()
{
m_Factions = new FactionCollection();
m_Towns = new TownCollection();
m_Factions = new List<Faction>();
m_Towns = new List<Town>();
Assembly[] asms = ScriptCompiler.Assemblies;

View file

@ -4,6 +4,7 @@ using Server;
using Server.Targeting;
using Server.Mobiles;
using Server.Commands;
using System.Collections.Generic;
namespace Server.Factions
{
@ -74,7 +75,7 @@ namespace Server.Factions
if ( reg.Map != Faction.Facet )
return null;
TownCollection towns = Towns;
List<Town> towns = Towns;
for ( int i = 0; i < towns.Count; ++i )
{
@ -91,7 +92,7 @@ namespace Server.Factions
{
get
{
VendorListCollection vendorLists = VendorLists;
List<VendorList> vendorLists = VendorLists;
int upkeep = 0;
for ( int i = 0; i < vendorLists.Count; ++i )
@ -105,7 +106,7 @@ namespace Server.Factions
{
get
{
GuardListCollection guardLists = GuardLists;
List<GuardList> guardLists = GuardLists;
int upkeep = 0;
for ( int i = 0; i < guardLists.Count; ++i )
@ -129,7 +130,7 @@ namespace Server.Factions
{
get
{
MonolithCollection monoliths = BaseMonolith.Monoliths;
List<BaseMonolith> monoliths = BaseMonolith.Monoliths;
foreach ( BaseMonolith monolith in monoliths )
{
@ -258,12 +259,12 @@ namespace Server.Factions
{
ArrayList list = new ArrayList();
VendorListCollection vendorLists = VendorLists;
List<VendorList> vendorLists = VendorLists;
for ( int i = 0; i < vendorLists.Count; ++i )
list.AddRange( vendorLists[i].Vendors );
GuardListCollection guardLists = GuardLists;
List<GuardList> guardLists = GuardLists;
for ( int i = 0; i < guardLists.Count; ++i )
list.AddRange( guardLists[i].Guards );
@ -271,16 +272,16 @@ namespace Server.Factions
return list;
}
private VendorListCollection m_VendorLists;
private GuardListCollection m_GuardLists;
private List<VendorList> m_VendorLists;
private List<GuardList> m_GuardLists;
public VendorListCollection VendorLists
public List<VendorList> VendorLists
{
get{ return m_VendorLists; }
set{ m_VendorLists = value; }
}
public GuardListCollection GuardLists
public List<GuardList> GuardLists
{
get{ return m_GuardLists; }
set{ m_GuardLists = value; }
@ -290,7 +291,7 @@ namespace Server.Factions
{
GuardDefinition[] defs = ( Owner == null ? new GuardDefinition[0] : Owner.Definition.Guards );
m_GuardLists = new GuardListCollection();
m_GuardLists = new List<GuardList>();
for ( int i = 0; i < defs.Length; ++i )
m_GuardLists.Add( new GuardList( defs[i] ) );
@ -298,7 +299,7 @@ namespace Server.Factions
public GuardList FindGuardList( Type type )
{
GuardListCollection guardLists = GuardLists;
List<GuardList> guardLists = GuardLists;
for ( int i = 0; i < guardLists.Count; ++i )
{
@ -315,7 +316,7 @@ namespace Server.Factions
{
VendorDefinition[] defs = VendorDefinition.Definitions;
m_VendorLists = new VendorListCollection();
m_VendorLists = new List<VendorList>();
for ( int i = 0; i < defs.Length; ++i )
m_VendorLists.Add( new VendorList( defs[i] ) );
@ -323,7 +324,7 @@ namespace Server.Factions
public VendorList FindVendorList( Type type )
{
VendorListCollection vendorLists = VendorLists;
List<VendorList> vendorLists = VendorLists;
for ( int i = 0; i < vendorLists.Count; ++i )
{
@ -400,7 +401,7 @@ namespace Server.Factions
public static void Initialize()
{
TownCollection towns = Towns;
List<Town> towns = Towns;
for ( int i = 0; i < towns.Count; ++i )
{
@ -435,7 +436,7 @@ namespace Server.Factions
return ( mob.AccessLevel >= AccessLevel.GameMaster || mob == Finance );
}
public static TownCollection Towns{ get{ return Reflector.Towns; } }
public static List<Town> Towns { get { return Reflector.Towns; } }
public const int SilverCaptureBonus = 10000;
@ -468,23 +469,23 @@ namespace Server.Factions
if ( monolith != null )
monolith.Faction = f;
VendorListCollection vendorLists = VendorLists;
List<VendorList> vendorLists = VendorLists;
for ( int i = 0; i < vendorLists.Count; ++i )
{
VendorList vendorList = vendorLists[i];
FactionVendorCollection vendors = vendorList.Vendors;
List<BaseFactionVendor> vendors = vendorList.Vendors;
for ( int j = vendors.Count - 1; j >= 0; --j )
vendors[j].Delete();
}
GuardListCollection guardLists = GuardLists;
List<GuardList> guardLists = GuardLists;
for ( int i = 0; i < guardLists.Count; ++i )
{
GuardList guardList = guardLists[i];
FactionGuardCollection guards = guardList.Guards;
List<BaseFactionGuard> guards = guardList.Guards;
for ( int j = guards.Count - 1; j >= 0; --j )
guards[j].Delete();
@ -522,7 +523,7 @@ namespace Server.Factions
public static Town Parse( string name )
{
TownCollection towns = Towns;
List<Town> towns = Towns;
for ( int i = 0; i < towns.Count; ++i )
{

View file

@ -1,15 +1,16 @@
using System;
using Server;
using System.Collections.Generic;
namespace Server.Factions
{
public class VendorList
{
private VendorDefinition m_Definition;
private FactionVendorCollection m_Vendors;
private List<BaseFactionVendor> m_Vendors;
public VendorDefinition Definition{ get{ return m_Definition; } }
public FactionVendorCollection Vendors{ get{ return m_Vendors; } }
public List<BaseFactionVendor> Vendors { get { return m_Vendors; } }
public BaseFactionVendor Construct( Town town, Faction faction )
{
@ -20,7 +21,7 @@ namespace Server.Factions
public VendorList( VendorDefinition definition )
{
m_Definition = definition;
m_Vendors = new FactionVendorCollection();
m_Vendors = new List<BaseFactionVendor>();
}
}
}

View file

@ -3,6 +3,7 @@ using Server;
using Server.Gumps;
using Server.Mobiles;
using Server.Network;
using System.Collections.Generic;
namespace Server.Factions
{
@ -87,7 +88,7 @@ namespace Server.Factions
AddHtmlLocalized( 20, 30, 250, 20, 1011430, false, false ); // CITY STATUS
TownCollection towns = Town.Towns;
List<Town> towns = Town.Towns;
for ( int i = 0; i < towns.Count; ++i )
{
@ -309,7 +310,7 @@ namespace Server.Factions
if ( !m_Faction.IsCommander( m_From ) )
return;
TownCollection towns = Town.Towns;
List<Town> towns = Town.Towns;
if ( index >= 0 && index < towns.Count )
{

View file

@ -4,6 +4,7 @@ using Server.Gumps;
using Server.Mobiles;
using Server.Network;
using Server.Targeting;
using System.Collections.Generic;
namespace Server.Factions
{
@ -87,7 +88,7 @@ namespace Server.Factions
AddHtmlLocalized( 20, 30, 200, 25, 1011540, false, false ); // BUY SHOPKEEPERS
VendorListCollection vendorLists = town.VendorLists;
List<VendorList> vendorLists = town.VendorLists;
for ( int i = 0; i < vendorLists.Count; ++i )
{
@ -238,7 +239,7 @@ namespace Server.Factions
}
case 1: // make vendor
{
VendorListCollection vendorLists = m_Town.VendorLists;
List<VendorList> vendorLists = m_Town.VendorLists;
if ( index >= 0 && index < vendorLists.Count )
{

View file

@ -4,6 +4,7 @@ using Server.Gumps;
using Server.Mobiles;
using Server.Network;
using Server.Targeting;
using System.Collections.Generic;
namespace Server.Factions
{
@ -80,7 +81,7 @@ namespace Server.Factions
AddHtmlLocalized( 20, 30, 300, 25, 1011494, false, false ); // HIRE GUARDS
GuardListCollection guardLists = town.GuardLists;
List<GuardList> guardLists = town.GuardLists;
for ( int i = 0; i < guardLists.Count; ++i )
{

View file

@ -1,4 +1,5 @@
using System;
using System.Collections.Generic;
namespace Server.Factions
{
@ -124,9 +125,9 @@ namespace Server.Factions
}
}
private static MonolithCollection m_Monoliths = new MonolithCollection();
private static List<BaseMonolith> m_Monoliths = new List<BaseMonolith>();
public static MonolithCollection Monoliths
public static List<BaseMonolith> Monoliths
{
get{ return m_Monoliths; }
set{ m_Monoliths = value; }

View file

@ -3,6 +3,7 @@ using Server;
using Server.Items;
using Server.Mobiles;
using Server.Network;
using System.Collections.Generic;
namespace Server.Factions
{
@ -463,8 +464,8 @@ namespace Server.Factions
base.Delete();
}
private static SigilCollection m_Sigils = new SigilCollection();
private static List<Sigil> m_Sigils = new List<Sigil>();
public static SigilCollection Sigils{ get{ return m_Sigils; } }
public static List<Sigil> Sigils{ get{ return m_Sigils; } }
}
}

View file

@ -216,7 +216,7 @@ namespace Server.Factions
understood = true;
}
FactionCollection factions = Faction.Factions;
List<Faction> factions = Faction.Factions;
for ( int i = 0; i < factions.Count; ++i )
{

View file

@ -1,5 +1,6 @@
using System;
using System.Collections;
using System.Collections.Generic;
namespace Server.Factions.AI
{
@ -60,7 +61,7 @@ namespace Server.Factions.AI
{
private BaseFactionGuard m_Guard;
private ArrayList m_Reactions;
private List<Reaction> m_Reactions;
private MovementType m_Movement;
private Mobile m_Follow;
@ -75,7 +76,7 @@ namespace Server.Factions.AI
for ( int i = 0; i < m_Reactions.Count; ++i )
{
reaction = (Reaction) m_Reactions[i];
reaction = m_Reactions[i];
if ( reaction.Faction == faction )
return reaction;
@ -97,7 +98,7 @@ namespace Server.Factions.AI
public Orders( BaseFactionGuard guard )
{
m_Guard = guard;
m_Reactions = new ArrayList();
m_Reactions = new List<Reaction>();
m_Movement = MovementType.Patrol;
}
@ -117,7 +118,7 @@ namespace Server.Factions.AI
case 0:
{
int count = reader.ReadEncodedInt();
m_Reactions = new ArrayList( count );
m_Reactions = new List<Reaction>( count );
for ( int i = 0; i < count; ++i )
m_Reactions.Add( new Reaction( reader ) );
@ -138,7 +139,7 @@ namespace Server.Factions.AI
writer.WriteEncodedInt( (int) m_Reactions.Count );
for ( int i = 0; i < m_Reactions.Count; ++i )
((Reaction)m_Reactions[i]).Serialize( writer );
m_Reactions[i].Serialize( writer );
writer.WriteEncodedInt( (int) m_Movement );
}

View file

@ -7,6 +7,7 @@ using Server.Mobiles;
using Server.Network;
using Server.Factions;
using Server.Accounting;
using System.Collections.Generic;
namespace Server.Engines.Reports
{
@ -233,7 +234,7 @@ namespace Server.Engines.Reports
{
PieChart chart = new PieChart( "Faction Membership", "graphs_faction_membership", true );
FactionCollection factions = Faction.Factions;
List<Faction> factions = Faction.Factions;
for ( int i = 0; i < factions.Count; ++i )
chart.Items.Add( factions[i].Definition.FriendlyName, factions[i].Members.Count );
@ -252,7 +253,7 @@ namespace Server.Engines.Reports
ArrayList list = new ArrayList();
FactionCollection factions = Faction.Factions;
List<Faction> factions = Faction.Factions;
for ( int i = 0; i < factions.Count; ++i )
{
@ -303,12 +304,12 @@ namespace Server.Engines.Reports
report.Columns.Add( "15%", "center", "Kill Points" );
report.Columns.Add( "15%", "center", "Silver" );
FactionCollection factions = Faction.Factions;
List<Faction> factions = Faction.Factions;
for ( int i = 0; i < factions.Count; ++i )
{
Faction faction = factions[i];
PlayerStateCollection members = faction.Members;
List<PlayerState> members = faction.Members;
int totalKillPoints = 0;
int totalMerchants = 0;
@ -344,7 +345,7 @@ namespace Server.Engines.Reports
report.Columns.Add( "35%", "center", "Controller" );
report.Columns.Add( "30%", "center", "Capturable" );
SigilCollection sigils = Sigil.Sigils;
List<Sigil> sigils = Sigil.Sigils;
for ( int i = 0; i < sigils.Count; ++i )
{
@ -389,7 +390,7 @@ namespace Server.Engines.Reports
report.Columns.Add( "13%", "center", "Silver" );
report.Columns.Add( "13%", "center", "Prices" );
TownCollection towns = Town.Towns;
List<Town> towns = Town.Towns;
for ( int i = 0; i < towns.Count; ++i )
{